Hello friends of Pier Solar.
This is Tulio speaking with some cool news. Finally, 1 year after a big punch when we lost much of our pixel art, we finished the development of all critical pixel art and move on to final graphical touches. Also, after 1 month confined with Fonzie in a "bootcamp" experience I'm very happy to say that the main game programming (so called game scripting) has been completed. With those two steps, the game now moves on to the phase of internal testing, or as I'll call it, final beta stage.
That's a very important mark as it means that the game scope is closed to additions and improvements (oh my God, there were so many). We implemented all the new features that will bring Pier Solar to excellence both as Software and as a game.
First fast run on the game took us more than 10 hours to complete. Mind you, a fast run means game without enemies, without ambient NPCs, without extra chests, just what you need to travel between all cities and all dungeons to complete the game without stopping to learn the story, explore for treasures, etc. We're positive that the game will render at least 30 hours of game play considering the rich environment that has been created on every town and the complexity of the dungeons as the game advances.
Next phases on Pier Solar development will go as follow:
- Play test
- Final Pixel Art insertion
- Bug fixing
- Monster/items/magic calibration
- Bug fixing
- Translated texts input
- Bug fixing
- Battle frequency and difficulty calibration
- Bug fixing
- Items price calibration
- Bug Fixing
- More beta tests
- Bug fixing
- Proof reading of all languages
- Bug fixing
- Bug fixing
- Bug fixing
- Bug fixing
- Bug fixing
- Bug fixing
- Bug fixing
- Bug fixing
- Bug fixing
- Bug fixing
- And maybe more bug fixing.
- Release to manufacture
- Shipping
This doesn't mean that the game is full of bugs, on the contrary, it's playing clean from beginning to end. However, players often do the most unexpected actions and that's what we must cover for. We just want to be sure that we'll test the game as much as it takes to get it on commercial grade bug free status. It's really annoying having to wait a little longer for the game to be completed because there is so many tests and re-tests going on, but hey, it's even more annoying to think of the possibility of the player doing something he's not supposed to then save the game and get it locked forever.
We don't want to allow such thing to happen with Pier Solar so we're insisting on this once more: There will be no rush on the release, it must be perfect. This is not like PS3 games that you can release with minor bugs then update it later... once it's written to the ROM chip it's written forever, so we must be sure that it will be perfect. I know it's boring to wait but trust me: You'll thank me later.
Best regards!
Showing posts with label Project status. Show all posts
Showing posts with label Project status. Show all posts
Tuesday, October 6, 2009
Tuesday, August 11, 2009
Thanks for your Support!
A quick post today but we thought we'd drop official word that the European version of Pier Solar has SOLD OUT. That's fantastic news for us, and it's all thanks to your unending support for this project.
For those of you who are disappointed that the European version is no longer available remember you can still pre-order the US and JPN versions. They're region free so they should still work on your console but some language options will be different. (Sadly we can't fit all languages on to one cart).
So again, thank you! We're continuing to work hard to deliver the game to you all as soon as possible and we look forward to your feedback once the game is placed (gently!) into your Genesis. Unless of course you don't like it. Then you can keep your fool mouth shut.
POWA!
- WM
For those of you who are disappointed that the European version is no longer available remember you can still pre-order the US and JPN versions. They're region free so they should still work on your console but some language options will be different. (Sadly we can't fit all languages on to one cart).
So again, thank you! We're continuing to work hard to deliver the game to you all as soon as possible and we look forward to your feedback once the game is placed (gently!) into your Genesis. Unless of course you don't like it. Then you can keep your fool mouth shut.
POWA!
- WM
Wednesday, July 29, 2009
The Warm Wind Blows
Welcome, friends, to the heat-stroke inducing days of summer. Gather round and I'll tell ye a story.
A legend, passed down in vessels of poesy and prose, tells of a group of hardy men and women whose daily struggles were said to produce a video game of such profound quality that old school gamers wept openly upon its arrival. Grizzled and jaded veterans of the Last Great Console War emerged from their dank hovels, shook off their nightmares, and once again plunged into the great black sea of the Sega Genesis.
At first, all was quiet. But soon bubbles could be seen rising from the darkness and the old school gamers burst forth breaking the surface of the long dormant seas. They marched ever forward, bundles cradled in their arms, eyes fixed on the horizon. Their weary feet carried them... onwards to one final quest.
Some say the bundles were weapons. Others say jewels. But the wisest among the witnesses knew the truth. They carried light itself.
That's kind of how we picture the launch of Pier Solar. It may seem like hyperbole but you know what they say, "If you want to hit the target, aim a little higher."
With aim like this - that target is getting pwnd.
We thought it was about time we let you know that progress on the game continues. As you can see, the weekly updates will be scrapped for a more sporadic update schedule. There's really only two options for us if we insist on weekly updates. We can ruin 90% of the game by showing it to you before the release date, or we can bore you with weekly updates consisting of, "Yup, still working on it."
I don't think either of those is an entertaining option.
In case you're wondering, "WHAT'S TAKING SO LONG?!" we have this to say. First, stop yelling, it's rude. And secondly, what's left of the game is simply down to pure construction and it's a matter of man hours. And, sadly, when you're doing the work normally reserved for a 100 person full-time team, with six people who are working whenever they get a free hour things progress slowly.
Though they do progress.
I got a chance to look at a new build of the game recently (complete with some of the more complex bug fixes). It's looking fantastic. We're still in the production phase of things but it's good to catch some of the bigger issues early. That way we don't have to intentionally ship bugs and kill whoever finds them before word gets out.
Though the latter sounds like an awful lot of fun.
A legend, passed down in vessels of poesy and prose, tells of a group of hardy men and women whose daily struggles were said to produce a video game of such profound quality that old school gamers wept openly upon its arrival. Grizzled and jaded veterans of the Last Great Console War emerged from their dank hovels, shook off their nightmares, and once again plunged into the great black sea of the Sega Genesis.
At first, all was quiet. But soon bubbles could be seen rising from the darkness and the old school gamers burst forth breaking the surface of the long dormant seas. They marched ever forward, bundles cradled in their arms, eyes fixed on the horizon. Their weary feet carried them... onwards to one final quest.
Some say the bundles were weapons. Others say jewels. But the wisest among the witnesses knew the truth. They carried light itself.
That's kind of how we picture the launch of Pier Solar. It may seem like hyperbole but you know what they say, "If you want to hit the target, aim a little higher."
With aim like this - that target is getting pwnd.
We thought it was about time we let you know that progress on the game continues. As you can see, the weekly updates will be scrapped for a more sporadic update schedule. There's really only two options for us if we insist on weekly updates. We can ruin 90% of the game by showing it to you before the release date, or we can bore you with weekly updates consisting of, "Yup, still working on it."
I don't think either of those is an entertaining option.
In case you're wondering, "WHAT'S TAKING SO LONG?!" we have this to say. First, stop yelling, it's rude. And secondly, what's left of the game is simply down to pure construction and it's a matter of man hours. And, sadly, when you're doing the work normally reserved for a 100 person full-time team, with six people who are working whenever they get a free hour things progress slowly.
Though they do progress.
I got a chance to look at a new build of the game recently (complete with some of the more complex bug fixes). It's looking fantastic. We're still in the production phase of things but it's good to catch some of the bigger issues early. That way we don't have to intentionally ship bugs and kill whoever finds them before word gets out.
Though the latter sounds like an awful lot of fun.
Wednesday, July 1, 2009
The Calm Before the Storm
Apologies for the lack of updates, our efforts to get Pier Solar out the door are making anything else WM related take a back seat. We're still working hard and a lot of things are beginning to wrap up. Our NPC dialogues are now officially done - and that's about doubled the size of our script. A quick once over for editing purposes and then off to the translators.
In the meantime, and while we're all toiling away under hot, hot sun, make sure to enjoy the first weekend of July. Happy Canada Day to all our exceedingly polite fans and Happy Independence Day to all you guys just south of them.
Oh and happy National Sovereignty Day to Iraq!
We just tried four times to come up with something witty to say that wasn't politically incorrect.
We got nothing.
Cheers!
-WM
In the meantime, and while we're all toiling away under hot, hot sun, make sure to enjoy the first weekend of July. Happy Canada Day to all our exceedingly polite fans and Happy Independence Day to all you guys just south of them.
Oh and happy National Sovereignty Day to Iraq!
We just tried four times to come up with something witty to say that wasn't politically incorrect.
We got nothing.
Cheers!
-WM
Tuesday, June 16, 2009
Here's the plan!
When you have your nose to the grindstone for so long, sometimes you lose sight of just how much progress you've been making. A recent conversation with THE FONZ has shone a light on just how far we've come. We made a checklist of everything that was yet to be completed and that list just seems to keep getting shorter everyday.
We won't announce a release date, but we can give you a run down of what's going to happen after the game is complete.
After the last line of code is written, we'll begin our QA testing. The process should be pretty laborious but luckily the game isn't as complex as, say, a 3D action game, so organizing the process and narrowing down every little bug should be a fairly simple task. We're committed to providing at least a full month of QA testing but, depending on how broken our Beta Candidate is we may devote more time to it.
Rest assured we haven't put this much effort into building a game that will crash on boot.
Once the QA testing is done and we're confident that the game is clean we'll begin the manufacturing process. Since we're a small venture this process will take a little bit of time. We'll be shipping each game in order - so if you've ordered later expect the game to take some time to get to your door. We'll let everyone know how the manufacturing process is going as it happens so hopefully you all won't be left wondering where your game is.
On the Dev side we're kicking it up a notch to get things out the door as quickly as possible. You've all been waiting for a very long time but we're almost at the end of the road.
Thank god. Because I want to play this thing as much as you all do.
Cheers!
-WM
We won't announce a release date, but we can give you a run down of what's going to happen after the game is complete.
After the last line of code is written, we'll begin our QA testing. The process should be pretty laborious but luckily the game isn't as complex as, say, a 3D action game, so organizing the process and narrowing down every little bug should be a fairly simple task. We're committed to providing at least a full month of QA testing but, depending on how broken our Beta Candidate is we may devote more time to it.
Rest assured we haven't put this much effort into building a game that will crash on boot.
Once the QA testing is done and we're confident that the game is clean we'll begin the manufacturing process. Since we're a small venture this process will take a little bit of time. We'll be shipping each game in order - so if you've ordered later expect the game to take some time to get to your door. We'll let everyone know how the manufacturing process is going as it happens so hopefully you all won't be left wondering where your game is.
On the Dev side we're kicking it up a notch to get things out the door as quickly as possible. You've all been waiting for a very long time but we're almost at the end of the road.
Thank god. Because I want to play this thing as much as you all do.
Cheers!
-WM
Tuesday, May 19, 2009
Project Status: FTW
One of the most complex tasks in creating a game is simply organizing and keeping track of all the little (and occasionally gargantuan) pieces that at some point in time are all supposed to come together. In last week or so we've made this task considerably easier by employing some great project tracking software. After we completed the task and crunched all the numbers we're quite happy to report that the game is inching ever so closer to that wonderful 100% complete number. We're not there yet, but the digits we did see were certainly comforting.
Never underestimate the power of forms and numbers and spreadsheets. They may look complicated but they are oh-so-comforting. Like a fuzzy blanket, a warm fireplace and a goblet overflowing with the blood of our enemies.
The basics are all moving forward as usual. Scripting is going ahead and we're beginning to officially lock down content. We've put a halt on any new content and are now satisfied with simply building the rest of the game. Basically, everything we want to go in has been designed and is being implemented as we speak.
So no pulling a Peter Molyneux and delaying the game for three more years because we want to make trees grow in real time.
*Cough*
Never underestimate the power of forms and numbers and spreadsheets. They may look complicated but they are oh-so-comforting. Like a fuzzy blanket, a warm fireplace and a goblet overflowing with the blood of our enemies.
The basics are all moving forward as usual. Scripting is going ahead and we're beginning to officially lock down content. We've put a halt on any new content and are now satisfied with simply building the rest of the game. Basically, everything we want to go in has been designed and is being implemented as we speak.
So no pulling a Peter Molyneux and delaying the game for three more years because we want to make trees grow in real time.
*Cough*
Tuesday, May 5, 2009
Time to show some progress
Hello friends of Pier Solar.
As we advance through the year, I've been inquired about the game development state on a frequent basis.
As I usually answer, "We're doing a lot of improvements, and working hard to assure the best quality on the game". I'm sure you like to hear this and to view the game shots we've been bringing on the weekly news, but wouldn't it be better to see it in motion?
Well then let's do it! I hope you enjoy! Just beware of spoilers!
Thanks and seeya soon!
Tulio
-WM
As we advance through the year, I've been inquired about the game development state on a frequent basis.
As I usually answer, "We're doing a lot of improvements, and working hard to assure the best quality on the game". I'm sure you like to hear this and to view the game shots we've been bringing on the weekly news, but wouldn't it be better to see it in motion?
Well then let's do it! I hope you enjoy! Just beware of spoilers!
Thanks and seeya soon!
Tulio
-WM
Labels:
Game video footage,
Genesis,
Improvements,
Mega Drive,
preview,
Project status
Tuesday, April 14, 2009
Phew!
We know many of you are wondering where all the juicy updates are. Screenshots, videos, concept art, news of a film adaptation courtesy of Uwe Boll - you want something! Anything!
As development has gone on we've been ultra secretive, not wanting to ruin any surprises for you. That said, we're now close and complete enough to start showing some pretty cool stuff and frankly we're just too plum darn-iddily excited to keep that from you.
Well actually, we're keeping it from you for another week or so.
We'll be putting together a shiny new gameplay video over the next few days so you can see the evolution... no revolution of the game and where we stand.
Look forward to it!
In the meantime our wonderful translators are pumping out their work at a rate of... something extremely rapid. Our German translation is officially finished. On top of that our soundtrack is complete and soon you shall hear each finely woven note drift lightly upon your ears.
Except for that one death metal track with beatboxing thrown in. Don't blame us, we were all really drunk.
Also, if you happen to pick up Game Developer Magazine keep an eye out for this month's issue as our lovely little RPG is featured on page five. Page five motherf*****!
-WM
As development has gone on we've been ultra secretive, not wanting to ruin any surprises for you. That said, we're now close and complete enough to start showing some pretty cool stuff and frankly we're just too plum darn-iddily excited to keep that from you.
Well actually, we're keeping it from you for another week or so.
We'll be putting together a shiny new gameplay video over the next few days so you can see the evolution... no revolution of the game and where we stand.
Look forward to it!
In the meantime our wonderful translators are pumping out their work at a rate of... something extremely rapid. Our German translation is officially finished. On top of that our soundtrack is complete and soon you shall hear each finely woven note drift lightly upon your ears.
Except for that one death metal track with beatboxing thrown in. Don't blame us, we were all really drunk.
Also, if you happen to pick up Game Developer Magazine keep an eye out for this month's issue as our lovely little RPG is featured on page five. Page five motherf*****!
-WM
Tuesday, December 9, 2008
New Look, More Updates, and a Teenie Tiny Gift
Welcome one and all to the brand new, ultra improved, won't-beat-your-computer-to-death-with-a-nine-iron, HTML only Pier Solar website!
[Pause for polite clapping]
Needless to say it's been a rocky few months for those eagerly awaiting the first new Genesis game in centuries - but fear not! Despite the coal we gingerly placed in your stocking upon announcing the delay, progress on the development side has been steady and things are shaping up to be well worth the wait.
So what have we been up to? As you read in the last update a significant number of assets had to redeveloped when we lost one of our art guys to an unfortunate smelting accident (there was a midget involved - don't ask). Opportunity however can be found in the strangest places and the sudden changes we had to make forced us to re-evaluate the game's script. In an effort to lessen the impact of having to develop so much new art we made a couple of significant changes to the narrative. Far from being a reduction, the alterations allowed for a much tighter and more personal story and for what we hope to be one of the coolest (and weirdest) moments in the game.
Meanwhile, on the more tangible side, we've finalized our packaging and sent it off to the magical land of printing where it will return - no longer an idea, but a BOX. And a BOOKLET. And some other fun stuff. We know this glorious unveiling has been kept from you but let me assure you, and I say this as a registered cynic, it looks "wicked cool". At least, I think that's what the kids today would call it.
This post also marks the first of many more weekly website updates where we'll bring forth new screenshots, development details and compromising photographs of the development team freebasing in their bathrooms. Some people have called this development "exciting" and "a way for WaterMelon Development to assure people that they have not run off with their money and purchased a small island nation." We would agree with both assessments.
So what else do we have for you? A little preview of some of the unholy creations our art guys have cooked up. Creations that you will soon be able to kill yourselves you burgeoning little psychotics you. Feast your eyes!


That's all for now folks. See you next week!
- WM
[Pause for polite clapping]
Needless to say it's been a rocky few months for those eagerly awaiting the first new Genesis game in centuries - but fear not! Despite the coal we gingerly placed in your stocking upon announcing the delay, progress on the development side has been steady and things are shaping up to be well worth the wait.
So what have we been up to? As you read in the last update a significant number of assets had to redeveloped when we lost one of our art guys to an unfortunate smelting accident (there was a midget involved - don't ask). Opportunity however can be found in the strangest places and the sudden changes we had to make forced us to re-evaluate the game's script. In an effort to lessen the impact of having to develop so much new art we made a couple of significant changes to the narrative. Far from being a reduction, the alterations allowed for a much tighter and more personal story and for what we hope to be one of the coolest (and weirdest) moments in the game.
Meanwhile, on the more tangible side, we've finalized our packaging and sent it off to the magical land of printing where it will return - no longer an idea, but a BOX. And a BOOKLET. And some other fun stuff. We know this glorious unveiling has been kept from you but let me assure you, and I say this as a registered cynic, it looks "wicked cool". At least, I think that's what the kids today would call it.
This post also marks the first of many more weekly website updates where we'll bring forth new screenshots, development details and compromising photographs of the development team freebasing in their bathrooms. Some people have called this development "exciting" and "a way for WaterMelon Development to assure people that they have not run off with their money and purchased a small island nation." We would agree with both assessments.
So what else do we have for you? A little preview of some of the unholy creations our art guys have cooked up. Creations that you will soon be able to kill yourselves you burgeoning little psychotics you. Feast your eyes!
That's all for now folks. See you next week!
- WM
Wednesday, May 28, 2008
Internal demo released
Yep guys, the moment is very close. We released an internal demo, our first release candidate. Our team is reviewing the game and based on the reviews some adjustments will be made.
Haha, I hope they take at least one day so I can breath once in a while... ;)
See you soon with more news!
Haha, I hope they take at least one day so I can breath once in a while... ;)
See you soon with more news!
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